/* * GStreamer * Copyright (C) 2008 Julien Isorce * Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect tex; uniform float width, height; void main () { float p = 0.0525; float L1 = p*width; float L2 = width - L1; float L3 = height - L1; float w = 1.0; float r = L1; if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1) r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1) r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3) r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3) r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); if (r > L1) w = 0.0; vec4 color = texture2DRect (tex, gl_TexCoord[0].st); gl_FragColor = vec4(color.rgb, gl_Color.a * w); }